TWI773751B - Method, apparatus and non-transitory computer-readable medium for quantifying button click force - Google Patents
Method, apparatus and non-transitory computer-readable medium for quantifying button click force Download PDFInfo
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03543—Mice or pucks
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/016—Input arrangements with force or tactile feedback as computer generated output to the user
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03547—Touch pads, in which fingers can move on a surface
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0354—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
- G06F3/03549—Trackballs
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/038—Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/038—Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
- G06F3/0383—Signal control means within the pointing device
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/033—Indexing scheme relating to G06F3/033
- G06F2203/0337—Status LEDs integrated in the mouse to provide visual feedback to the user about the status of the input device, the PC, or the user
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- User Interface Of Digital Computer (AREA)
- Position Input By Displaying (AREA)
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Abstract
Description
本發明之各種態樣一般係關於人-電腦互動,且更特定言之係關於量化輸入裝置按鍵點擊力。 Aspects of the present invention relate generally to human-computer interaction, and more particularly to quantifying input device keystroke force.
計算技術自其產生以來在性能方面已成倍地增加。處理器以更高之速率工作;記憶體更大且始終更快;大容量儲存器每年變得更大且更便宜。電腦現在生活之許多層面中為必需元件,且常常用以將自遊戲至科學可視化之各個層面的三維世界呈現給使用者。 Computing technology has exponentially increased in performance since its inception. Processors work at higher rates; memory is bigger and always faster; mass storage gets bigger and cheaper every year. Computers are now an essential component in many aspects of life, and are often used to present three-dimensional worlds to users at every level, from gaming to scientific visualization.
人-電腦互動(HCI)研究電腦技術之設計及使用,集中於人(使用者)與電腦之間的介面。人以許多方式與電腦互動。人與電腦之間的介面對於促進此互動為至關重要的。使用者與電腦之間的介面尚未達到與計算技術相同之改變速率。舉例而言,螢幕視窗、鍵盤、監視器及滑鼠為標準的,且自其引入以來經歷極小改變。對於人-電腦介面給予了極少想法,但使用者用電腦之體驗中的大部分係藉由使用者與電腦之間的介面來支配。 Human-Computer Interaction (HCI) studies the design and use of computer technology, focusing on the interface between humans (users) and computers. Humans interact with computers in many ways. The interface between the human and the computer is crucial to facilitate this interaction. The interface between the user and the computer has not yet achieved the same rate of change as computing technology. For example, screen windows, keyboards, monitors, and mice are standard and have undergone minimal changes since their introduction. Little thought has been given to the human-computer interface, but much of the user's experience with a computer is governed by the interface between the user and the computer.
隨著電腦在性能上持續增加,人-電腦介面變得愈來愈重要。與使用者之通訊的有效頻寬對於僅使用傳統滑鼠及鍵盤用於輸入且使用監視器及揚聲器用於輸出為不足的。更有能力的介面支援對於適應更複雜且苛刻之應用而言為合乎需要的。 As computers continue to increase in performance, the human-computer interface becomes more and more important. The effective bandwidth for communication with the user is insufficient to use only traditional mice and keyboards for input and monitors and speakers for output. More capable interface support is desirable to accommodate more complex and demanding applications.
下文呈現一或多個態樣之簡化概述,以便提供此等態樣之基本理解。此概述並非所有所涵蓋態樣之廣泛綜述,且既不意欲識別所有態樣之關鍵或重要元素亦不描繪任何或所有態樣的範疇。其唯一目的為將一或多個態樣之一些概念以簡化形式作為序言呈現給稍後所呈現之更詳細描述。 The following presents a simplified summary of one or more aspects in order to provide a basic understanding of these aspects. This summary is not an extensive overview of all covered aspects, and is neither intended to identify key or important elements of all aspects nor delineate the scope of any or all aspects. Its sole purpose is to present some concepts of one or more aspects in a simplified form as a prelude to the more detailed description that is presented later.
針對人-電腦互動,觸覺及/或發光回饋可提供增強使用者對遊戲的體驗。發光回饋可針對每一類型之點擊力與多個發光裝置(例如,可定址LED發光裝置)同步。舉例而言,針對硬點擊力,與軟點擊力相比,滑鼠及/或鍵盤及/或滑鼠墊上之發光裝置上的發光回饋在色彩強度方面可為較深的且在持續時間方面為較長的,該軟點擊力提供淺的色彩強度及短持續時間光回饋。 For human-computer interaction, haptic and/or luminous feedback can provide an enhanced user experience with the game. The lighting feedback can be synchronized with multiple lighting devices (eg, addressable LED lighting devices) for each type of click force. For example, for a hard click force, the glow feedback on a light emitting device on a mouse and/or keyboard and/or mouse pad may be darker in color intensity and longer in duration than soft click force Longer, the soft click force provides light color intensity and short duration light feedback.
在本發明之態樣中,提供一種方法、一種電腦可讀媒體及一種用於調整回饋參數之設備。前述設備可基於與輸入裝置之按鍵相關聯的訊號判定按壓前述按鍵之持續時間。為了判定按壓前述按鍵之前述持續時間,前述設備可基於開始時間及結束時間計算前述持續時間。前 述開始時間可為前述按鍵經按壓之第一時間例項且前述結束時間可為前述經按壓按鍵被釋放的第二時間例項。前述設備可基於前述持續時間將施加於前述輸入裝置之前述按鍵上的按壓力分類為多個類別中之一類別。前述設備可基於前述類別調整對應於前述按壓力之回饋的參數。前述設備可基於前述參數控制前述回饋。 In aspects of the invention, a method, a computer-readable medium, and an apparatus for adjusting feedback parameters are provided. The aforementioned apparatus may determine the duration of pressing the aforementioned key based on the signal associated with the aforementioned key. In order to determine the aforementioned duration of pressing the aforementioned key, the aforementioned device may calculate the aforementioned duration based on the start time and the end time. forward The start time may be a first time instance when the button is pressed and the end time may be a second time instance when the pressed button is released. The apparatus may classify the pressing force applied on the key of the input device into one of a plurality of categories based on the duration. The aforementioned apparatus may adjust the parameter corresponding to the aforementioned feedback of the aforementioned pressing force based on the aforementioned category. The aforementioned device may control the aforementioned feedback based on the aforementioned parameters.
在一態樣中,前述多個類別可包括第一類別、第二類別及第三類別。前述按壓力在前述持續時間短於第一臨限值時可分類為前述第一類別。前述按壓力在前述持續時間長於第二臨限值時可分類為前述第三類別。前述第二臨限值可大於前述第一臨限值。前述按壓力在前述持續時間長於或等於前述第一臨限值但短於或等於前述第二臨限值時可分類為前述第二類別。 In one aspect, the aforementioned plurality of categories may include a first category, a second category, and a third category. The aforementioned pressing force may be classified into the aforementioned first category when the aforementioned duration time is shorter than the first threshold value. The aforementioned pressing force may be classified into the aforementioned third category when the aforementioned duration time is longer than the second threshold value. The aforementioned second threshold value may be greater than the aforementioned first threshold value. The aforementioned pressing force may be classified into the aforementioned second category when the aforementioned duration time is longer than or equal to the aforementioned first threshold value but shorter than or equal to the aforementioned second threshold value.
在一態樣中,前述回饋可為觸覺回饋及發光回饋中之至少一者。前述參數可為前述觸覺回饋之振動強度、前述發光回饋之色彩強度及前述發光回饋之光持續時間中的至少一者。 In one aspect, the aforementioned feedback may be at least one of haptic feedback and luminous feedback. The parameter may be at least one of the vibration intensity of the haptic feedback, the color intensity of the light-emitting feedback, and the light duration of the light-emitting feedback.
為了完成前述及相關目的,此一或多個態樣包括下文全面描述且申請專利範圍中特定指出之特徵。以下描述及附加圖式詳細地闡述此一或多個態樣之某些說明性特徵。然而,此等特徵指示可使用各種態樣之原理的各種方式中之僅少數方式,且此描述意欲包括所有此等態樣及其等效物。 To the accomplishment of the foregoing and related purposes, such one or more aspects include the features fully described hereinafter and particularly pointed out in the scope of the claims. The following description and the accompanying drawings set forth certain illustrative features of the one or more aspects in detail. These features are indicative, however, of but a few of the various ways in which the principles of various aspects may be employed, and this description is intended to include all such aspects and their equivalents.
100、406:滑鼠 100, 406: Mouse
102:纜線 102: Cable
110:外殼 110: Shell
120:蓋部分 120: Cover part
122、408:按鍵 122, 408: button
130:基座部分 130: Base part
131:窗 131: Windows
132:實質上平坦區段 132: substantially flat section
140:內部組件 140: Internal Components
142:電子電路模組 142: Electronic circuit module
144:運動偵測模組 144: Motion Detection Module
200、300:滑鼠按鍵點擊訊號 200, 300: mouse button click signal
202、302:閒置狀態 202, 302: idle state
204、304:解彈跳時段 204, 304: Unbounce period
206、306:現用狀態 206, 306: Active state
310:開始時間 310: start time
312:結束時間 312: end time
314:按鍵按壓持續時間 314: Button press duration
400、410、420、700:圖式 400, 410, 420, 700: Schema
402:發光裝置 402: Lighting Device
500:流程圖 500: Flowchart
501、502、504、506、508:步驟 501, 502, 504, 506, 508: Steps
600:資料流圖 600: Data Flow Diagram
602、602':設備 602, 602': Equipment
604:持續時間計算器 604: Duration Calculator
608:按壓力分類器 608: Press pressure classifier
610:回饋控制器 610: Feedback Controller
704:處理器 704: Processor
706:電腦可讀媒體/記憶體 706: Computer-readable media/memory
714:處理系統 714: Handling System
724:匯流排 724: Busbar
圖1A為顯示根據各種實施例之用於與基於處理器之裝置通訊的滑鼠之經裝配視圖的圖式。 1A is a diagram showing an assembled view of a mouse for communicating with a processor-based device, according to various embodiments.
圖1B為顯示根據各種實施例的圖1A之滑鼠之分解視圖的圖式。 FIG. 1B is a drawing showing an exploded view of the mouse of FIG. 1A according to various embodiments.
圖2為說明滑鼠按鍵點擊訊號之實例的圖式。 FIG. 2 is a diagram illustrating an example of a mouse button click signal.
圖3為說明基於滑鼠按鍵點擊訊號計算滑鼠按鍵按壓持續時間之實例的圖式。 3 is a diagram illustrating an example of calculating a mouse button press duration based on a mouse button click signal.
圖4說明提供對應於按鍵點擊力之不同量化值的不同發光回饋之實例。 FIG. 4 illustrates an example of providing different luminous feedback corresponding to different quantized values of key click force.
圖5為量化施加於輸入裝置之按鍵上之按壓力的方法之流程圖。 5 is a flowchart of a method of quantifying the pressing force applied to a key of an input device.
圖6為說明在示範性設備中之不同的構件/組件之間的資料流之概念性資料流圖。 6 is a conceptual data flow diagram illustrating data flow between various components/components in an exemplary apparatus.
圖7為說明用於使用處理系統之設備的硬體實行方案之實例的圖式。 7 is a diagram illustrating an example of a hardware implementation for an apparatus using a processing system.
下文結合所附圖式所闡述之詳細描述意欲作為各種組態的描述,且不欲表示本文所述之概念可得以實踐的僅有組態。詳細描述包括用於提供各種概念之詳盡理解之目的的具體細節。然而,對於熟習此項技術者將顯而易見,此等概念可在無此等具體細節之情況下實踐。在一些實例中,熟知之結構及組件係以方塊圖形式顯示以便避免混淆此等概念。 The detailed description set forth below in connection with the appended drawings is intended as a description of various configurations, and is not intended to represent the only configurations in which the concepts described herein may be practiced. The detailed description includes specific details for the purpose of providing a thorough understanding of various concepts. However, it will be apparent to those skilled in the art that these concepts may be practiced without these specific details. In some instances, well-known structures and components are shown in block diagram form in order to avoid obscuring these concepts.
現將參考各種設備及方法呈現人-電腦互動之若干態樣。此等設備及方法將藉由各種區塊、組件、電路、處理序、演算法等(統稱為「元件」)在以下詳細描述中描述且在隨附圖式中說明。此等元件可使用電子硬體、電腦軟體或其任何組合來實施。此等元件係實施為硬體抑或軟體取決於特定應用及強加於整個系統之設計約束。 Several aspects of human-computer interaction will now be presented with reference to various devices and methods. Such apparatus and methods will be described in the following detailed description and illustrated in the accompanying drawings by means of various blocks, components, circuits, processing sequences, algorithms, etc. (collectively referred to as "elements"). These elements may be implemented using electronic hardware, computer software, or any combination thereof. Whether these elements are implemented as hardware or software depends on the particular application and design constraints imposed on the overall system.
藉由實例,元件,或元件之任何部分,或元件之任何組合可實施為包括一或多個處理器的「處理系統」。處理器之實例包括微處理器、微控制器、圖形處理單元(GPU)、中央處理單元(CPU)、應用程式處理器、數位訊號處理器(DSP)、精簡指令集計算(RISC)處理器、單晶片系統(SoC)、基頻處理器、場域可程式閘陣列(FPGA)、可程式邏輯裝置(PLD)、狀態機、閘控邏輯、離散硬體電路,及經組配來執行遍及本發明所述之各種功能性的其他合適硬體。處理系統中之一或多個處理器可執行軟體。軟體應被廣泛地解釋為意謂指令、指令集、代碼、碼段、程式碼、程式、次程式、軟體組件、應用程式、軟體應用程式、套裝軟體、常用程式、次常用程式、物件、可執行碼、執行線緒、程序、函式等,而無論是被稱為軟體、韌體、中間軟體、微碼、硬體描述語言抑或其他者。 By way of example, an element, or any portion of an element, or any combination of elements may be implemented as a "processing system" that includes one or more processors. Examples of processors include microprocessors, microcontrollers, graphics processing units (GPUs), central processing units (CPUs), application processors, digital signal processors (DSPs), reduced instruction set computing (RISC) processors, System-on-a-chip (SoC), baseband processors, field programmable gate arrays (FPGAs), programmable logic devices (PLDs), state machines, gated logic, discrete hardware circuits, and are configured to execute throughout this Other suitable hardware for the various functionalities described. One or more processors in the processing system can execute the software. Software shall be construed broadly to mean instruction, instruction set, code, code segment, code, program, subprogram, software component, application, software application, package, utility, subroutine, object, possible Execution code, threads of execution, programs, functions, etc., whether called software, firmware, intermediate software, microcode, hardware description language, or otherwise.
因此,在一或多個實例實施例中,所描述功能可以硬體、軟體或其任何組合來實施。若以軟體來實施,則功能可儲存於電腦可讀媒體上或作為一或多個指令或代碼編碼於電腦可讀媒體上。電腦可讀媒體包括電腦儲 存媒體。儲存媒體可為可藉由電腦存取之任何可利用媒體。藉由實例且非限制,此等電腦可讀媒體可包括隨機存取記憶體(RAM)、唯讀記憶體(ROM)、電可除程式化ROM(EEPROM)、光碟儲存裝置、磁碟儲存裝置、其他磁性儲存裝置、前述類型之電腦可讀媒體之組合,或可用以儲存可藉由電腦存取的呈指令或資料結構之形式之電腦可執行碼的任何其他媒體。 Accordingly, in one or more example embodiments, the functions described may be implemented in hardware, software, or any combination thereof. If implemented in software, the functions may be stored on or encoded on a computer-readable medium as one or more instructions or code. Computer-readable media includes computer storage save media. The storage medium can be any available medium that can be accessed by a computer. By way of example and not limitation, such computer-readable media may include random access memory (RAM), read only memory (ROM), electrically removable programmable ROM (EEPROM), optical disk storage, magnetic disk storage , other magnetic storage devices, combinations of the foregoing types of computer-readable media, or any other medium that can be used to store computer-executable code in the form of instructions or data structures that can be accessed by a computer.
為了增強使用者體驗,在一實施例中,對輸入裝置(例如,滑鼠)上之按鍵的點擊力可量化為軟的、中等的及硬的。點擊力可對應於所要之發光條件作為一形式的回饋指示器或觸覺回饋(呈振動力之強度的形式)。回饋引擎(例如,發光)可使用點擊力之量化值來相應地設定光。舉例而言,光可針對軟點擊設定為淺綠色,光可針對中等點擊設定為正常綠色,且光可針對硬點擊設定為深綠色。類似地針對觸覺回饋,點擊力可用作參數來控制振動力(回饋)之強度。舉例而言,點擊力愈硬,則振動力之強度愈高。 To enhance the user experience, in one embodiment, the click force on a key on an input device (eg, a mouse) may be quantified as soft, medium, and hard. The click force may correspond to the desired lighting condition as a form of feedback indicator or tactile feedback (in the form of the strength of the vibration force). A feedback engine (eg, glow) can use the quantized value of the click force to set the light accordingly. For example, the light may be set to light green for soft clicks, the light may be set to normal green for medium clicks, and the light may be set to dark green for hard clicks. Similarly for haptic feedback, the click force can be used as a parameter to control the strength of the vibration force (feedback). For example, the harder the click force, the higher the intensity of the vibration force.
圖1A為顯示根據各種實施例之用於與基於處理器之裝置通訊的滑鼠100之經裝配視圖的圖式。圖1B為顯示根據各種實施例的圖1A之滑鼠100之分解視圖的圖式。如所示,滑鼠100可包括外殼110。外殼110可為滑鼠100之外部殼體。此外,外殼110可包括蓋部分120及基座部分130。蓋部分120及基座部分130可為外殼110之兩個單獨部分。外殼110之蓋部分120可為滑鼠100之外部殼體
的頂箱蓋。外殼110之基座部分130可為滑鼠100之外部殼體的底箱蓋。根據各種實施例,當蓋部分120及基座部分130裝配在一起時,外殼110可界定內空腔以容納或包住滑鼠100之內部組件140。
1A is a diagram showing an assembled view of a
根據各種實施例,滑鼠100之內部組件140可包括電子電路模組142及運動偵測模組144。電子電路模組142可包括印刷電路板或任何其他合適的電子電路。電子電路模組142可經由纜線102連接至諸如電腦的基於處理器之裝置。運動偵測模組144可包括光學感測器,或雷射感測器,或軌跡球機構,或可經組配來偵測滑鼠100之移動的任何其他電子或機械組件。運動偵測模組144可經進一步組配來與電子電路模組142通訊,使得滑鼠之所偵測移動可傳輸至滑鼠100可連接至的基於處理器之裝置。
According to various embodiments, the
此外,外殼110之蓋部分120可包括一或多個按鍵122。一或多個按鍵122可經組配來與滑鼠100之電子電路模組142相互作用以供使用者經由滑鼠100之一或多個按鍵122的點擊提供輸入至基於處理器之裝置,滑鼠100可連接至該基於處理器之裝置。一或多個按鍵122可包括點擊按鍵,或滾動按鍵,或下壓按鍵,或合適按鍵之任何組合。一或多個按鍵122可按需要定位於蓋部分120之任何區域處。
Additionally, the
根據各種實施例,外殼110可包括基座表面。基座表面可經組配來面對滑鼠100可置放於上之追蹤表面。因此,外殼110之基座表面可為外殼110之基座部分
130的實質上平坦區段132之外部表面。因此,滑鼠100可置放為外殼110之基座部分130的基座表面實質上平坦地抵靠或實質上平行於滑鼠墊、檯面或滑鼠可使用於上之任何其他合適的追蹤表面。
According to various embodiments, the
根據各種實施例,外殼110之基座部分130可包括窗131。窗131可為基座部分130之開口或透明部分。因此,窗131可允許運動偵測模組144偵測滑鼠100與滑鼠100可置放及移動於上之追蹤表面之間的相對移動。
According to various embodiments, the
圖2為說明滑鼠按鍵點擊訊號200之實例的圖式。在一實施例中,滑鼠按鍵點擊訊號200可反射藉由滑鼠關於滑鼠之按鍵所產生的訊號。在一實施例中,滑鼠按鍵點擊訊號200可為類比訊號。在另一實施例中,滑鼠按鍵點擊訊號200可為數位訊號。在此實例中,當按鍵並未受按壓時,滑鼠按鍵點擊訊號200在閒置狀態202下開始。當按鍵經按壓時,滑鼠按鍵點擊訊號200進入解彈跳時段204。在解彈跳時段204期間,與滑鼠按鍵相關之切換及中繼接觸件撞擊在一起,接觸件之動量及彈性一起作用以使接觸件在進行穩定接觸之前彈跳分開一或多次。結果為迅速脈動之電流,而非自閒置狀態202至現用狀態206之完全過渡(clean transition)。在解彈跳時段204結束之後,滑鼠按鍵點擊訊號200進入按鍵經連續按壓之現用狀態206。當經按壓按鍵被釋放時,滑鼠按鍵點擊訊號200切換回至閒置狀態202。
FIG. 2 is a diagram illustrating an example of a mouse
圖3為說明基於滑鼠按鍵點擊訊號300計算
滑鼠的按鍵按壓持續時間314之實例的圖式。在一實施例中,滑鼠按鍵點擊訊號300可為上文在圖2中所述之滑鼠按鍵點擊訊號200,且反射藉由滑鼠關於滑鼠按鍵所產生的訊號。在此實例中,當按鍵並未受按壓時,滑鼠按鍵點擊訊號300在閒置狀態302下開始。當按鍵在開始時間310處經按壓時,滑鼠按鍵點擊訊號300進入解彈跳時段304。在解彈跳時段304結束之後,滑鼠按鍵點擊訊號300進入按鍵經連續按壓之現用狀態306。當經按壓按鍵在結束時間312處被釋放時,滑鼠按鍵點擊訊號300切換回至閒置狀態302。
FIG. 3 illustrates the calculation based on the mouse button click signal 300
A diagram of an example of a
在一實施例中,滑鼠的按鍵按壓持續時間314係基於開始時間310及結束時間312來計算。結果,滑鼠的按鍵按壓持續時間314可包括解彈跳時段304及滑鼠按鍵點擊訊號300保持於現用狀態306之時段。
In one embodiment, the
在一實施例中,滑鼠之移動可自動地觸發結束時間312,而不管按鍵是否被釋放。在一實施例中,滑鼠的按鍵按壓持續時間314之計算可在滑鼠之微控制器(例如,在電子電路模組142內)或連接至滑鼠的基於處理器之裝置之裝置驅動器中發生。裝置驅動器可為操作或控制滑鼠之電腦程式。
In one embodiment, the movement of the mouse can automatically trigger the
在一實施例中,按鍵按壓持續時間314可用以將按鍵點擊力量化為軟的(例如,對應於相對短之按鍵按壓持續時間)、中等的(例如,對應於相對中等的按鍵按壓持續時間),或硬的(例如,對應於相對長之按鍵按壓持
續時間)。經量化之點擊力可對應於觸覺回饋及發光回饋應用兩者。舉例而言,按鍵點擊力可在按鍵按壓持續時間314短於第一臨限值(例如,100ms)之情況下量化為軟的,在按鍵按壓持續時間314長於第二臨限值(例如,300ms)之情況下量化為硬的,或在按鍵按壓持續時間314處於100ms與300ms之間(包括性)的情況下量化為中等的。
In one embodiment, the
在一實施例中,使用者可經由用於觸覺回饋及發光回饋選項兩者之組態軟體或裝置驅動器組配用於量化不同類別(例如,軟、中等,或硬)之點擊力的臨限值。在一實施例中,基於機器之學習(例如,經由玩遊戲或點擊自資料收集軟體所擷取之資料)可使滑鼠能夠在某一時段內適應於使用者的點擊偏好。此情形使滑鼠能夠熟悉且適應於使用者之點擊力偏好,且對應於針對每一類型之點擊之時間決定每個點擊力類型。 In one embodiment, the user can configure thresholds for quantifying different categories of click force (eg, soft, medium, or hard) via configuration software or device drivers for both haptic feedback and luminous feedback options value. In one embodiment, machine-based learning (eg, by playing a game or clicking on data captured from data collection software) enables the mouse to adapt to the user's click preferences over a certain period of time. This situation enables the mouse to be familiar and adaptable to the user's click force preference, and each click force type is determined corresponding to the timing for each type of click.
在一實施例中,用於量化不同類別(例如,軟、中等,或硬)之點擊力的臨限值可基於過去的按鍵按壓持續時間之統計分佈來判定。舉例而言,若在具有最短按鍵按壓持續時間之過去點擊之20%當中的最長按鍵按壓持續時間為100ms,則按鍵點擊力可在按鍵按壓持續時間314短於100ms之情況下量化為軟的。若在具有最長按鍵按壓持續時間之過去點擊之20%當中的最短按鍵按壓持續時間為300ms,則按鍵點擊力可在按鍵按壓持續時間314長於300ms之情況下量化為硬的。且按鍵點擊力可在按鍵按壓持續時間314處於100ms與300ms之間(包括性)
的情況下量化為中等的。
In one embodiment, threshold values for quantifying click force for different categories (eg, soft, medium, or hard) may be determined based on a statistical distribution of past key press durations. For example, if the longest key press duration among the 20% of past clicks with the shortest key press duration is 100 ms, the key click force may be quantified as soft if the
一旦按鍵點擊力經量化,則相應之發光或觸覺回饋可得以組配及提供。圖4說明提供對應於按鍵點擊力之不同量化值的不同發光回饋之實例。如圖式400中所說明,滑鼠406包括發光裝置402及按鍵408。若按鍵408上之點擊力量化為硬的,則發光裝置402可經組配來顯示較深色彩。若按鍵408上之點擊力量化為軟的,則發光裝置402可經組配來顯示較淺色彩,如圖式420中所說明。若按鍵408上之點擊力量化為中等的,則發光裝置402可經組配來顯示強度處於較深色彩與較淺色彩之間的色彩,如圖式410中所說明。藉由提供多層觸覺觸感回饋或發光回饋,使用者及遊戲體驗可得以增強。
Once the key click force is quantified, corresponding lighting or haptic feedback can be assembled and provided. FIG. 4 illustrates an example of providing different luminous feedback corresponding to different quantized values of key click force. As illustrated in diagram 400 ,
圖5為量化施加於輸入裝置之按鍵上之按壓力的方法之流程圖500。在一實施例中,輸入裝置可為指向裝置,其可為滑鼠、軌跡球、搖桿、WiiMote及觸控板中之一者。該方法可藉由輸入裝置或耦接至輸入裝置的基於處理器之裝置(例如,滑鼠100、406,或設備602/602')執行。
5 is a
在步驟501處,裝置可任選地接收與輸入裝置之按鍵相關聯的訊號。在一實施例中,該訊號可為上文分別參考圖2或圖3所述之滑鼠按鍵點擊訊號200或300。
At
在步驟502處,裝置可基於所接收訊號判定按壓輸入裝置之按鍵的持續時間。在一實施例中,持續時間可在不使用感測器來偵測按壓力之情況下判定。用於偵
測按壓力之感測器可為任何合適的觸感感測器,包括機械感測器、電阻性感測器、電容性感測器、磁性感測器、光纖感測器、壓電感測器、矽感測器,及/或溫度感測器。
At
在一實施例中,為了判定按壓按鍵之持續時間,裝置可基於開始時間及結束時間計算持續時間。開始時間可為按鍵經按壓之第一時間例項且結束時間可為經按壓按鍵被釋放的第二時間例項,如上文參考圖3所述。在一實施例中,輸入裝置之移動可觸發結束時間,而無論經按壓按鍵是否被釋放。在一實施例中,持續時間之計算可藉由輸入裝置之微控制器或藉由在耦接至輸入裝置之計算裝置上運行的程式來執行。 In one embodiment, in order to determine the duration of pressing the key, the device may calculate the duration based on the start time and the end time. The start time may be the first time instance at which the key was pressed and the end time may be the second time instance at which the pressed key was released, as described above with reference to FIG. 3 . In one embodiment, movement of the input device can trigger the end time regardless of whether the pressed key is released. In one embodiment, the calculation of the duration may be performed by a microcontroller of the input device or by a program running on a computing device coupled to the input device.
在步驟504處,裝置可基於持續時間將施加於輸入裝置之按鍵上的按壓力分類為多個類別中之一類別。在一實施例中,多個類別可包括第一類別、第二類別及第三類別。按壓力在持續時間短於第一臨限值時可分類為第一類別。按壓力在持續時間長於第二臨限值時可分類為第三類別。第二臨限值可大於第一臨限值。按壓力在持續時間長於或等於第一臨限值但短於或等於第二臨限值時可分類為第二類別。在一實施例中,第一臨限值及第二臨限值中之至少一者可為預定的(例如,被使用者及/或製造商所預定)、可組配的(例如,被使用者組配),或可經由基於機器之學習而調適。
At
在步驟506處,裝置可基於類別調整對應於按壓力之回饋的參數。在一實施例中,回饋可為觸覺回饋
及發光回饋中之至少一者。參數可為觸覺回饋之振動強度、發光回饋之色彩強度及發光回饋之光持續時間中的至少一者。舉例而言,若按壓力分類為第三類別,則參數可調整為對應於振動之高強度,或發光之高色彩強度或發光之較長持續時間的值。類似地,若按壓力分類為第一類別,則參數可調整為對應於振動之低強度,或發光之低色彩強度或發光之較短持續時間的值。
At
在步驟508處,裝置可任選地基於參數控制回饋。舉例而言,裝置可基於參數控制發光回饋之光持續時間及/或色彩強度,或裝置可基於參數控制觸覺回饋之振動強度。
At
圖6為說明在示範性設備602中之不同的構件/組件之間的資料流之概念性資料流圖600。設備602可為輸入裝置或耦接至輸入裝置之計算裝置。設備602可包括判定輸入裝置之按鍵之經按壓持續時間的持續時間計算器604。在一實施例中,持續時間計算器604可執行上文參考圖5中之步驟502所述的操作。
FIG. 6 is a conceptual data flow diagram 600 illustrating data flow between various components/components in an
設備602可包括按壓力分類器608,按壓力分類器608基於自持續時間計算器604所接收之按壓持續時間將按壓力分類為按壓力類別。在一實施例中,按壓力分類器608可執行上文參考圖5中之步驟504所述的操作。
The
設備602可包括回饋控制器610,回饋控制器610基於按壓力類別調整對應於按壓力之回饋參數且基於回饋參數控制回饋。在一實施例中,回饋控制器610可執
行上文參考圖5中之步驟506或步驟508所述的操作。
The
設備602可包括執行圖5之前述流程圖中的演算法之區塊中之每一者的額外組件。因而,圖5之前述流程圖中的每一區塊可藉由組件及包括彼等組件中之一或多者的設備來執行。該等組件可為如下一或多個硬體組件:經具體組配來實行所陳述處理序/演算法,藉由經組配來執行所陳述處理序/演算法之處理器來實施,儲存於用於供處理器實施的電腦可讀媒體內,或其某組合。
圖7為說明用於使用處理系統714之設備602'的硬體實行方案之實例的圖式700。處理系統714可藉由匯流排架構來實施,該匯流排架構一般藉由匯流排724表示。取決於處理系統714之具體應用及總設計約束,匯流排724可包括任何數目個互連匯流排及橋接器。匯流排724將各種電路鏈接在一起,該等電路包括藉由處理器704表示之一或多個處理器及/或硬體組件,組件(持續時間計算器604、按壓力分類器608、回饋控制器610),及電腦可讀媒體/記憶體706。匯流排724亦可鏈接各種其他電路,諸如定時源、周邊設備、電壓調節器及功率管理電路,該等電路在此項技術中係熟知的且因此將不再進行描述。
FIG. 7 is a diagram 700 illustrating an example of a hardware implementation for
處理系統714包括耦接至電腦可讀媒體/記憶體706之處理器704。處理器704負責一般處理,包括儲存於電腦可讀媒體/記憶體706上之軟體的執行。軟體在藉由處理器704執行時使得處理系統714執行上文針對任何特定設備所述的各種功能。電腦可讀媒體/記憶體706亦可
用於儲存藉由處理器704在執行軟體時所操縱的資料。處理系統714進一步包括組件(持續時間計算器604、按壓力分類器608、回饋控制器610)中之至少一者。該等組件可為在處理器704中運行、駐留/儲存於電腦可讀媒體/記憶體706中之軟體組件,耦接至處理器704的一或多個硬體組件,或其某組合。
應理解,所揭示之處理序/流程圖中之區塊的特定次序或階層架構為示範性方法之說明。基於設計偏好,應理解,可重新配置處理序/流程圖中之區塊的特定次序或階層架構。此外,一些區塊可組合或省略。隨附方法請求項以示例次序呈現各種區塊之要素,且並不意謂限於所呈現之特定次序或階層架構。 It is understood that the specific order or hierarchy of blocks in the disclosed process/flow diagrams are illustrative of exemplary approaches. Based upon design preferences, it is understood that the specific order or hierarchy of blocks in the process sequence/flow diagrams may be reconfigured. Also, some blocks may be combined or omitted. The accompanying method claims present elements of the various blocks in a sample order, and are not meant to be limited to the specific order or hierarchy presented.
提供先前描述以使任何熟習此項技術者能夠實踐本文所述之各種態樣。對此等態樣之各種修改對於熟習此項技術者將為易於顯而易見的,且本文所定義之一般原理可應用於其他態樣。因此,申請專利範圍不欲限於本文所示之態樣,而應符合與語言申請專利範圍一致的最廣範疇,其中以單數形式對元件之引用不欲意謂「一個且僅一個」,除非特定地如此規定,而是意謂「一或多個」。詞「示範性」在本文中用以意謂「充當實例、例子或說明」。本文描述為「示範性」之任何態樣不必解釋為比其他態樣較佳或有利。除非另有特定規定,否則術語「一些」指代一或多個。諸如「A、B或C中之至少一者」、「A、B或C中之一或多者」、「A、B及C中之至少一者」、「A、B及C 中之一或多者」及「A、B、C或其任何組合」之組合包括A、B,及/或C的任何組合,且可包括A之倍數、B之倍數或C的倍數。具體地,諸如「A、B或C中之至少一者」、「A、B或C中之一或多者」、「A、B及C中之至少一者」、「A、B及C中之一或多者」及「A、B、C或其任何組合」之組合可為僅A、僅B、僅C、A及B、A及C、B及C,或A及B及C,其中任何此等組合可含有A、B或C的一或多個構件。一般熟習此項技術者已知或稍後將已知的遍及本發明所述之各種態樣之元件的所有結構及功能等效物以引用的方式明確地併入本文中,且意欲藉由申請專利範圍包含。此外,本文所揭示之任何內容不欲貢獻給社會公眾,而不管此揭示內容是否明確地敘述於申請專利範圍中。詞「模組」、「機構」、「元件」、「裝置」及其類似者可能並非詞「構件」之替代者。因而,無請求項元件將被解釋為構件附加功能,除非元件係使用短語「用於……之構件」明確地敘述。 The preceding description is provided to enable any person skilled in the art to practice the various aspects described herein. Various modifications to these aspects will be readily apparent to those skilled in the art, and the generic principles defined herein may be applied to other aspects. Thus, the claimed scope is not intended to be limited to the aspects shown herein, but is to be accorded the broadest scope consistent with the language claimed, wherein reference to an element in the singular is not intended to mean "one and only one" unless specific is so specified, but means "one or more". The word "exemplary" is used herein to mean "serving as an example, instance, or illustration." Any aspect described herein as "exemplary" is not necessarily to be construed as preferred or advantageous over other aspects. Unless specifically stated otherwise, the term "some" refers to one or more. such as "at least one of A, B or C", "one or more of A, B or C", "at least one of A, B and C", "A, B and C" The combination of "one or more of" and "A, B, C, or any combination thereof" includes any combination of A, B, and/or C, and may include multiples of A, multiples of B, or multiples of C. Specifically, such as "at least one of A, B or C", "one or more of A, B or C", "at least one of A, B and C", "A, B and C" The combination of "one or more of" and "A, B, C or any combination thereof" may be A only, B only, C only, A and B, A and C, B and C, or A and B and C , where any such combination may contain one or more members of A, B, or C. All structural and functional equivalents to the elements throughout the various aspects described herein that are known or later known to those of ordinary skill in the art are expressly incorporated herein by reference and are intended by application The scope of the patent includes. Furthermore, nothing disclosed herein is intended to be contributed to the public, regardless of whether such disclosure is expressly recited within the scope of the claims. The words "module", "mechanism", "element", "device" and the like may not be a substitute for the word "component". Thus, an unclaimed element will be construed as a means for additional functionality, unless the element is expressly recited using the phrase "means for."
500:流程圖 500: Flowchart
501、502、504、506、508:步驟 501, 502, 504, 506, 508: Steps
Claims (16)
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